q4 map - Sacred Grounds FINAL!!!

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

q4 map - Sacred Grounds FINAL!!!

Post by StormShadow »

Sacred Grounds is a DM map intended primarilly for 1v1 tournament style games, but is also playable as a 2v2 or FFA.

My intentions were to create a map that broke the mold of the typical run-and-gun 1v1 level by making a map that was slightly larger and and focused more on strategy and tactical play than on speed and movement.

Big thanks to all my beta testers and everyone involved in the production and development of this map!

Screenshots:
Image

Image

Image

Download:
http://stormshadow.burial-grounds.com/storm4dm4.zip
http://q4files.escapedturkey.net/quake4 ... rm4dm4.pk4

Enjoy!
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

I just took a quick look at it, the package seems to lack textures that
are supposed to reside in some "q4x_q4xdm2" directory, and one of q4x_mptextures also lacks.

I googled for q4x_q4xdm2 and got no results, so I assume its not a
map that I should have installed, and thus I take you didn't
purposedly left the textures out of the package.

Better fix it soon, I wanted to run it with those damned textures now :( :D
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

q4x textures are included in 1.3 patch.


I'll say something about the map after I play on it.
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StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Yeah, q4x textures are included in the update. Updating is a good idea anyway, 1.3 plays 100x better than previous versions.

Lukin! Havent seen you in forever.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Yeap, I was in a 'mapping coma' since about 6 months - other things caputured my life totally. Fortunately I woke up just in time for id's contest :) Are you going to submit something?
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corsair
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Post by corsair »

I should hide in shame.. but I'll just download that patch instead 8D
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Lukin wrote:Yeap, I was in a 'mapping coma' since about 6 months - other things caputured my life totally. Fortunately I woke up just in time for id's contest :) Are you going to submit something?
I may. I hate to rush things though - and the deadline is fast approaching. I might touch up Hell Hole or Rusted, since both fit the guidelines for the contest.

I would be very happy to beta test for you, however :)

[quote="corsair']I should hide in shame.. but I'll just download that patch instead 8D[/quote]

That sounds like the better solution..
wviperw
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Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

I might touch up Hell Hole or Rusted, since both fit the guidelines for the contest.
You really should.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Lukin
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Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

wviperw wrote:
I might touch up Hell Hole or Rusted, since both fit the guidelines for the contest.
You really should.
F1
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pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I finally got a chance to run around this for a while today, and overall, I quite like it! :)

The archetecture and general layout is great, and the level has some nice flow to it and some great tricky bits. I especially like the one crouchy shortcut, and the slope jumps to MH and above RL (although that last one is a toughie--took me a few tries).

Minor gripes (feel free to tell me to STFU since I was too busy to check out the beta): The level seems a bit dark to me, and it would have been better brightened up a bit. Your light count looked fairly decent for the most part, and frames seemed okay--I think maybe you could have squeezed a bit more illumination in there...or maybe even a touch of global ambient, although you have to be careful to not entirely kill your normals...Finally, if you're going to use a flicker light shader on all your torches, please make some variations in timing and mix them up a bit--it's weird to see pretty much the whole level flicker in sync. :)

Nice job on this one.
KO
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Joined: Sat Mar 25, 2006 2:41 am

Post by KO »

Looks very atmospheric, good job.
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

pjw wrote:Finally, if you're going to use a flicker light shader on all your torches, please make some variations in timing and mix them up a bit--it's weird to see pretty much the whole level flicker in sync. :)
Good suggestion, I never thought of that.
/me takes a note
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